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(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 45)
(global short prediction_offset 45)
(global short straggler_no 0)
(global short straggler_no 0)
(global effe phantom_boom effects\scenarios\solo\deltatemple\phantom_explosion)
(global effe phantom_boom effects\scenarios\solo\deltatemple\phantom_explosion)
(global short lz_turret_count 2)
(global short lz_turret_count 2)
(global bool lz_mounted_up False)
(global bool lz_mounted_up False)
(global bool ride_ally_comment_go False)
(global bool ride_ally_comment_go False)
(global bool lz_pelican_in_sight False)
(global bool lz_pelican_in_sight False)
(global bool lz_pelican_arrived False)
(global bool lz_pelican_arrived False)
(global bool turrets_down False)
(global bool turrets_down False)
(global bool lz_phantom_01_leaving False)
(global bool lz_phantom_01_leaving False)
(global bool lz_phantom_02_leaving False)
(global bool lz_phantom_02_leaving False)
(global bool lz_phantom_03_leaving False)
(global bool lz_phantom_03_leaving False)
(global bool wraith_warning_go False)
(global bool wraith_warning_go False)
(global short bridge_vehicles_total 1)
(global short bridge_vehicles_total 1)
(global bool regret_ally_comment_go False)
(global bool regret_ally_comment_go False)
(global bool bunker_holo_trans False)
(global bool bunker_holo_trans False)
(global bool bunker_holo_chant True)
(global bool bunker_holo_chant True)
(global bool bridge_ally_comment_go False)
(global bool bridge_ally_comment_go False)
(global bool bridge_pelican_in_sight False)
(global bool bridge_pelican_in_sight False)
(global bool bridge_pelican_arrived False)
(global bool bridge_pelican_arrived False)
(global real bridge_state 0)
(global real bridge_state 0)
(global short w_path_turret_count 1)
(global short w_path_turret_count 1)
(global short w_path_spawn_count 5)
(global short w_path_spawn_count 5)
(global short temple_ent_near_turret 1)
(global short temple_ent_near_turret 1)
(global short temple_ent_far_turret 1)
(global short temple_ent_far_turret 1)
(global short temple_ent_spawn_count 5)
(global short temple_ent_spawn_count 5)
(global bool temple_ent_phase_01 False)
(global bool temple_ent_phase_01 False)
(global bool temple_ent_phase_02 False)
(global bool temple_ent_phase_02 False)
(global bool structure_comment_go False)
(global bool structure_comment_go False)
(global bool old_temple_pel_comment_go False)
(global bool old_temple_pel_comment_go False)
(global bool old_temple_bombs_away False)
(global bool old_temple_bombs_away False)
(global short old_temple_veh_total 2)
(global short old_temple_veh_total 2)
(global bool old_temple_ghosts_over False)
(global bool old_temple_ghosts_over False)
(global bool old_temple_chatter False)
(global bool old_temple_chatter False)
(global bool old_temp_middle_go False)
(global bool old_temp_middle_go False)
(global bool court_holo_chant True)
(global bool court_holo_chant True)
(global bool court_holo_trans False)
(global bool court_holo_trans False)
(global short grotto_final_snipers 1)
(global short grotto_final_snipers 1)
(global bool tower1_holo_trans False)
(global bool tower1_holo_trans False)
(global bool tower1_holo_chant True)
(global bool tower1_holo_chant True)
(global bool who_points True)
(global bool who_points True)




(script static player0
(script static player0
(begin
(begin
(unit (list_get (players) 0))
(unit (list_get (players) 0))
)
)
)
)


(script static player1
(script static player1
(begin
(begin
(unit (list_get (players) 1))
(unit (list_get (players) 1))
)
)
)
)


(script static player_count
(script static player_count
(begin
(begin
(list_count (players))
(list_count (players))
)
)
)
)


(script static end_segment
(script static end_segment
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 15)
(fade_out 0 0 0 15)
(sleep 30)
(sleep 30)
(print "end gameplay segment! thank you for playing!")
(print "end gameplay segment! thank you for playing!")
(sleep 15)
(sleep 15)
(print "grab jaime or paul to give feedback!")
(print "grab jaime or paul to give feedback!")
(player_action_test_reset)
(player_action_test_reset)
(sleep 15)
(sleep 15)
(print "press the “a” button to reset!")
(print "press the “a” button to reset!")
(sleep_until (player_action_test_accept))
(sleep_until (player_action_test_accept))
(print "reloading map...")
(print "reloading map...")
(sleep 15)
(sleep 15)
(map_reset)
(map_reset)
)
)
)
)


(script static difficulty_legendary
(script static difficulty_legendary
(begin
(begin
(= (game_difficulty_get) legendary)
(= (game_difficulty_get) legendary)
)
)
)
)


(script static difficulty_heroic
(script static difficulty_heroic
(begin
(begin
(= (game_difficulty_get) heroic)
(= (game_difficulty_get) heroic)
)
)
)
)


(script static difficulty_normal
(script static difficulty_normal
(begin
(begin
(= (game_difficulty_get) normal)
(= (game_difficulty_get) normal)
)
)
)
)


(script static cinematic_skip_start
(script static cinematic_skip_start
(begin
(begin
(cinematic_skip_start_internal)
(cinematic_skip_start_internal)
(game_save_cinematic_skip)
(game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted))
(sleep_until (not (game_saving)) 1) (not (game_reverted))
)
)
)
)


(script static cinematic_skip_stop
(script static cinematic_skip_stop
(begin
(begin
(cinematic_skip_stop_internal)
(cinematic_skip_stop_internal)
(if (not (game_reverted))
(if (not (game_reverted))
(game_revert))
(game_revert))
)
)
)
)


(script static cinematic_fade_to_white
(script static cinematic_fade_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 1 1 1 30)
(fade_out 1 1 1 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)


(script static cinematic_fade_from_white
(script static cinematic_fade_from_white
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)


(script static cinematic_fade_from_white_bars
(script static cinematic_fade_from_white_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)


(script static cinematic_fade_from_black_bars
(script static cinematic_fade_from_black_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)


(script static cinematic_fade_to_black
(script static cinematic_fade_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)


(script static cinematic_fade_from_black
(script static cinematic_fade_from_black
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)


(script static cinematic_snap_to_black
(script static cinematic_snap_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)


(script static cinematic_snap_to_white
(script static cinematic_snap_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)


(script static cinematic_stash_players
(script static cinematic_stash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
True)
True)
(object_hide
(object_hide
(player1)
(player1)
True)
True)
(object_cannot_take_damage (players))
(object_cannot_take_damage (players))
)
)
)
)


(script static cinematic_unstash_players
(script static cinematic_unstash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
False)
False)
(object_hide
(object_hide
(player1)
(player1)
False)
False)
(object_can_take_damage (players))
(object_can_take_damage (players))
)
)
)
)


(script dormant _stealth_toggle_monitor
(script dormant _stealth_toggle_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (and (>= (unit_get_shield
(sleep_until (if (and (>= (unit_get_shield
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) (= 1 1)
) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
50 0)
50 0)
(unit_set_current_vitality
(unit_set_current_vitality
(player0)
(player0)
50 0)
50 0)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (< (object_get_health
(sleep_until (or (< (object_get_health
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) 1)
) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
30 70)
30 70)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset) False)
(player_action_test_reset) False)
1)
1)
)
)
)
)


(script dormant _stealth_timer_monitor
(script dormant _stealth_timer_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(sleep 15)
(sleep 15)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until
(sleep_until
(begin
(begin
(print "+") False)
(print "+") False)
30 (* 5 30)) False)
30 (* 5 30)) False)
1)
1)
)
)
)
)


(script static activate_stealth_toggle_monitor
(script static activate_stealth_toggle_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)


(script static activate_stealth_timer_monitor
(script static activate_stealth_timer_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)


(script static playtest_mission
(script static playtest_mission
(begin
(begin
(if (game_is_playtest)
(if (game_is_playtest)
(begin
(begin
(sleep 30)
(sleep 30)
(hud_set_training_text playtest_raisehand)
(hud_set_training_text playtest_raisehand)
(hud_show_training_text True)
(hud_show_training_text True)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (player_action_test_accept) 1)
(sleep_until (player_action_test_accept) 1)
(hud_show_training_text False)
(hud_show_training_text False)
(sleep 30)
(sleep 30)
))
))
)
)
)
)


(script static x05_01_predict_stub
(script static x05_01_predict_stub
(begin
(begin
(wake x05_01_predict)
(wake x05_01_predict)
)
)
)
)


(script static x05_02_predict_stub
(script static x05_02_predict_stub
(begin
(begin
(wake x05_02_predict)
(wake x05_02_predict)
)
)
)
)


(script static x05_03_predict_stub
(script static x05_03_predict_stub
(begin
(begin
(wake x05_03_predict)
(wake x05_03_predict)
)
)
)
)


(script static x05_04_predict_stub
(script static x05_04_predict_stub
(begin
(begin
(wake x05_04_predict)
(wake x05_04_predict)
)
)
)
)


(script static x05_05_predict_stub
(script static x05_05_predict_stub
(begin
(begin
(wake x05_05_predict)
(wake x05_05_predict)
)
)
)
)


(script static x05_06a_predict_stub
(script static x05_06a_predict_stub
(begin
(begin
(wake x05_06a_predict)
(wake x05_06a_predict)
)
)
)
)


(script static x05_06b_predict_stub
(script static x05_06b_predict_stub
(begin
(begin
(wake x05_06b_predict)
(wake x05_06b_predict)
)
)
)
)


(script static x05_07_predict_stub
(script static x05_07_predict_stub
(begin
(begin
(wake x05_07_predict)
(wake x05_07_predict)
)
)
)
)


(script static x05_08_predict_stub
(script static x05_08_predict_stub
(begin
(begin
(wake x05_08_predict)
(wake x05_08_predict)
)
)
)
)


(script static 05_intro_01_predict_stub
(script static 05_intro_01_predict_stub
(begin
(begin
(wake 05_intro_01_predict)
(wake 05_intro_01_predict)
)
)
)
)


(script static 05_intro_02_predict_stub
(script static 05_intro_02_predict_stub
(begin
(begin
(wake 05_intro_02_predict)
(wake 05_intro_02_predict)
)
)
)
)


(script static 05_intro_03_predict_stub
(script static 05_intro_03_predict_stub
(begin
(begin
(wake 05_intro_03_predict)
(wake 05_intro_03_predict)
)
)
)
)


(script dormant x05_score_01
(script dormant x05_score_01
(begin
(begin
(sleep 40)
(sleep 40)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_01_mus none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_01_mus none 1)
(print "x05 score 01 start")
(print "x05 score 01 start")
)
)
)
)


(script dormant x05_foley_01
(script dormant x05_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_01_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_01_fol none 1)
(print "x05 foley 01 start")
(print "x05 foley 01 start")
)
)
)
)


(script dormant x05_slipspace_open
(script dormant x05_slipspace_open
(begin
(begin
(sleep 10)
(sleep 10)
(print "effect - slipspace open")
(print "effect - slipspace open")
(object_create_anew x05_slipspace)
(object_create_anew x05_slipspace)
(sleep 300)
(sleep 300)
(object_destroy x05_slipspace)
(object_destroy x05_slipspace)
)
)
)
)


(script dormant x05_cinematic_lighting_scene_01
(script dormant x05_cinematic_lighting_scene_01
(begin
(begin
(cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99)
(cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99)
(cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41)
(cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41)
(cinematic_lighting_set_ambient_light 0 0 0)
(cinematic_lighting_set_ambient_light 0 0 0)
(object_uses_cinematic_lighting carrier True)
(object_uses_cinematic_lighting carrier True)
(object_uses_cinematic_lighting iac True)
(object_uses_cinematic_lighting iac True)
(object_uses_cinematic_lighting x05_debris True)
(object_uses_cinematic_lighting x05_debris True)
)
)
)
)


(script static x05_02_problem_actors
(script static x05_02_problem_actors
(begin
(begin
(print "problem actors")
(print "problem actors")
(object_create_anew miranda)
(object_create_anew miranda)
(object_create_anew iac_bridge)
(object_create_anew iac_bridge)
(object_cinematic_lod miranda True)
(object_cinematic_lod miranda True)
(object_cinematic_lod iac_bridge True)
(object_cinematic_lod iac_bridge True)
)
)
)
)


(script static x05_01_setup
(script static x05_01_setup
(begin
(begin
(object_create_anew carrier)
(object_create_anew carrier)
(object_create_anew iac)
(object_create_anew iac)
(object_create_anew x05_debris)
(object_create_anew x05_debris)
(object_cinematic_lod carrier True)
(object_cinematic_lod carrier True)
(object_cinematic_lod iac True)
(object_cinematic_lod iac True)
(object_cinematic_lod x05_debris True)
(object_cinematic_lod x05_debris True)
(wake x05_score_01)
(wake x05_score_01)
(wake x05_foley_01)
(wake x05_foley_01)
(wake x05_slipspace_open)
(wake x05_slipspace_open)
(wake x05_cinematic_lighting_scene_01)
(wake x05_cinematic_lighting_scene_01)
)
)
)
)


(script static x05_01_cleanup
(script static x05_01_cleanup
(begin
(begin
(object_destroy carrier)
(object_destroy carrier)
)
)
)
)


(script static x05_scene_01
(script static x05_scene_01
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(x05_01_predict_stub)
(x05_01_predict_stub)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_01_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_01_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_01_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(x05_01_setup)
(x05_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_01 none anchor_flag_x05)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_01 none anchor_flag_x05)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_01 anchor_x05)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_01 anchor_x05)
(scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x05\x05 capital_ship_01 anchor_x05)
(scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x05\x05 capital_ship_01 anchor_x05)
(scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_01 anchor_x05)
(scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_01 anchor_x05)
(fade_in 0 0 0 30)
(fade_in 0 0 0 30)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x05_02_predict_stub)
(x05_02_predict_stub)
(x05_02_problem_actors)
(x05_02_problem_actors)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_02_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_02_fol)
(sleep (camera_time))
(sleep (camera_time))
(x05_01_cleanup)
(x05_01_cleanup)
)
)
)
)


(script dormant x05_foley_02
(script dormant x05_foley_02
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_02_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_02_fol none 1)
(print "x05 foley 02 start")
(print "x05 foley 02 start")
)
)
)
)


(script dormant x05_0010_mir
(script dormant x05_0010_mir
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0010_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0010_mir miranda 1)
(cinematic_subtitle x05_0010_mir 1)
(cinematic_subtitle x05_0010_mir 1)
(unit_set_emotional_state miranda shocked 0.5 15)
(unit_set_emotional_state miranda shocked 0.5 15)
(print "miranda - shocked .5 15")
(print "miranda - shocked .5 15")
(unit_set_emotional_state nav_officer annoyed 0.25 0)
(unit_set_emotional_state nav_officer annoyed 0.25 0)
(print "nav_officer - pain .5 0")
(print "nav_officer - pain .5 0")
(unit_set_emotional_state weap_officer annoyed 0.5 0)
(unit_set_emotional_state weap_officer annoyed 0.5 0)
(print "nav_officer - annoyed .5 0")
(print "nav_officer - annoyed .5 0")
(sleep 153)
(sleep 153)
(unit_set_emotional_state miranda pensive 0.5 30)
(unit_set_emotional_state miranda pensive 0.5 30)
(print "miranda - pensive .25 30")
(print "miranda - pensive .25 30")
)
)
)
)


(script dormant x05_0020_mir
(script dormant x05_0020_mir
(begin
(begin
(sleep 25)
(sleep 25)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0020_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0020_mir miranda 1)
(cinematic_subtitle x05_0020_mir 1)
(cinematic_subtitle x05_0020_mir 1)
)
)
)
)


(script dormant x05_0030_no1
(script dormant x05_0030_no1
(begin
(begin
(sleep 51)
(sleep 51)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0030_no1 nav_officer 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0030_no1 nav_officer 1)
(cinematic_subtitle x05_0030_no1 2)
(cinematic_subtitle x05_0030_no1 2)
)
)
)
)


(script dormant x05_0040_wo1
(script dormant x05_0040_wo1
(begin
(begin
(sleep 127)
(sleep 127)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0040_wo1 weap_officer 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0040_wo1 weap_officer 1)
(cinematic_subtitle x05_0040_wo1 2)
(cinematic_subtitle x05_0040_wo1 2)
)
)
)
)


(script dormant x05_0050_mir
(script dormant x05_0050_mir
(begin
(begin
(sleep 204)
(sleep 204)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0050_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0050_mir miranda 1)
(cinematic_subtitle x05_0050_mir 2)
(cinematic_subtitle x05_0050_mir 2)
)
)
)
)


(script dormant x05_0060_mir
(script dormant x05_0060_mir
(begin
(begin
(sleep 272)
(sleep 272)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0060_mir none 1 radio_default_in)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0060_mir none 1 radio_default_in)
(cinematic_subtitle x05_0060_mir 2)
(cinematic_subtitle x05_0060_mir 2)
)
)
)
)


(script dormant x05_0070_mir
(script dormant x05_0070_mir
(begin
(begin
(sleep 327)
(sleep 327)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0070_mir none 1 radio_default_out)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0070_mir none 1 radio_default_out)
(cinematic_subtitle x05_0070_mir 1)
(cinematic_subtitle x05_0070_mir 1)
(sleep 27)
(sleep 27)
(unit_set_emotional_state johnson inquisitive 0.5 10)
(unit_set_emotional_state johnson inquisitive 0.5 10)
(print "johnson - inquisitive .5 10")
(print "johnson - inquisitive .5 10")
)
)
)
)


(script dormant x05_0080_jon
(script dormant x05_0080_jon
(begin
(begin
(sleep 367)
(sleep 367)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0080_jon johnson 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0080_jon johnson 1)
(cinematic_subtitle x05_0080_jon 2)
(cinematic_subtitle x05_0080_jon 2)
)
)
)
)


(script dormant x05_0090_cor
(script dormant x05_0090_cor
(begin
(begin
(sleep 437)
(sleep 437)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0090_cor none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0090_cor none 1 radio_default_loop)
(cinematic_subtitle x05_0090_cor 1)
(cinematic_subtitle x05_0090_cor 1)
)
)
)
)


(script dormant x05_0100_no1
(script dormant x05_0100_no1
(begin
(begin
(sleep 481)
(sleep 481)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0100_no1 nav_officer 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0100_no1 nav_officer 1)
(cinematic_subtitle x05_0100_no1 3)
(cinematic_subtitle x05_0100_no1 3)
(unit_set_emotional_state miranda pensive 0.5 0)
(unit_set_emotional_state miranda pensive 0.5 0)
(print "miranda - pensive .5 0")
(print "miranda - pensive .5 0")
(unit_set_emotional_state nav_officer shocked 0.5 30)
(unit_set_emotional_state nav_officer shocked 0.5 30)
(print "nav_officer - shocked .5 30")
(print "nav_officer - shocked .5 30")
(sleep 90)
(sleep 90)
(unit_set_emotional_state miranda shocked 0.5 120)
(unit_set_emotional_state miranda shocked 0.5 120)
(print "miranda - shocked .5 120")
(print "miranda - shocked .5 120")
(sleep 60)
(sleep 60)
(unit_set_emotional_state miranda shocked 0.25 90)
(unit_set_emotional_state miranda shocked 0.25 90)
(print "miranda - shocked .25 90")
(print "miranda - shocked .25 90")
(sleep 75)
(sleep 75)
(unit_set_emotional_state miranda shocked 0.05 60)
(unit_set_emotional_state miranda shocked 0.05 60)
(print "miranda - shocked .05 60")
(print "miranda - shocked .05 60")
)
)
)
)


(script dormant x05_0110_mir
(script dormant x05_0110_mir
(begin
(begin
(sleep 594)
(sleep 594)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0110_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0110_mir miranda 1)
(cinematic_subtitle x05_0110_mir 3)
(cinematic_subtitle x05_0110_mir 3)
)
)
)
)


(script dormant x05_fov_02
(script dormant x05_fov_02
(begin
(begin
(sleep 49)
(sleep 49)
(camera_set_field_of_view 36 0)
(camera_set_field_of_view 36 0)
(print "fov change: 60 -> 36 over 0 ticks")
(print "fov change: 60 -> 36 over 0 ticks")
(sleep 154)
(sleep 154)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(print "fov change: 36 -> 60 over 0 ticks")
(print "fov change: 36 -> 60 over 0 ticks")
)
)
)
)


(script dormant x05_05_dof_scene_02
(script dormant x05_05_dof_scene_02
(begin
(begin
(sleep 49)
(sleep 49)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0)
(cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0)
(print "rack focus")
(print "rack focus")
(sleep 76)
(sleep 76)
(cinematic_screen_effect_set_depth_of_field 1 0 1 0.5 1 0 0.5)
(cinematic_screen_effect_set_depth_of_field 1 0 1 0.5 1 0 0.5)
(print "rack focus")
(print "rack focus")
(sleep 78)
(sleep 78)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)


(script dormant x05_light_scene_02_bridge_1
(script dormant x05_light_scene_02_bridge_1
(begin
(begin
(print "light bridge")
(print "light bridge")
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471)
(cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting nav_officer True)
(object_uses_cinematic_lighting nav_officer True)
(object_uses_cinematic_lighting weap_officer True)
(object_uses_cinematic_lighting weap_officer True)
(object_uses_cinematic_lighting cigar True)
(object_uses_cinematic_lighting cigar True)
(object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting hev_bay True)
(object_uses_cinematic_lighting hev_bay True)
(object_uses_cinematic_lighting hev_01 True)
(object_uses_cinematic_lighting hev_01 True)
(object_uses_cinematic_lighting hev_02 True)
(object_uses_cinematic_lighting hev_02 True)
(object_uses_cinematic_lighting hev_03 True)
(object_uses_cinematic_lighting hev_03 True)
(object_uses_cinematic_lighting hev_04 True)
(object_uses_cinematic_lighting hev_04 True)
(object_uses_cinematic_lighting hev_05 True)
(object_uses_cinematic_lighting hev_05 True)
(object_uses_cinematic_lighting hev_06 True)
(object_uses_cinematic_lighting hev_06 True)
(object_uses_cinematic_lighting hev_07 True)
(object_uses_cinematic_lighting hev_07 True)
(object_uses_cinematic_lighting hev_08 True)
(object_uses_cinematic_lighting hev_08 True)
(object_uses_cinematic_lighting hev_09 True)
(object_uses_cinematic_lighting hev_09 True)
(object_uses_cinematic_lighting hev_10 True)
(object_uses_cinematic_lighting hev_10 True)
(object_uses_cinematic_lighting hev_11 True)
(object_uses_cinematic_lighting hev_11 True)
(object_uses_cinematic_lighting hev_12 True)
(object_uses_cinematic_lighting hev_12 True)
(object_uses_cinematic_lighting hev_13 True)
(object_uses_cinematic_lighting hev_13 True)
(object_uses_cinematic_lighting hev_14 True)
(object_uses_cinematic_lighting hev_14 True)
(object_uses_cinematic_lighting hev_15 True)
(object_uses_cinematic_lighting hev_15 True)
(object_uses_cinematic_lighting hev_16 True)
(object_uses_cinematic_lighting hev_16 True)
(object_uses_cinematic_lighting hev_17 True)
(object_uses_cinematic_lighting hev_17 True)
)
)
)
)


(script dormant x05_light_scene_02_hev_1
(script dormant x05_light_scene_02_hev_1
(begin
(begin
(sleep 264)
(sleep 264)
(print "light hev")
(print "light hev")
(cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26)
(cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26)
(cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26)
(cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26)
(cinematic_lighting_set_ambient_light 0.04 0.04 0.05)
(cinematic_lighting_set_ambient_light 0.04 0.04 0.05)
)
)
)
)


(script dormant x05_light_scene_02_bridge_2
(script dormant x05_light_scene_02_bridge_2
(begin
(begin
(sleep 479)
(sleep 479)
(print "light bridge")
(print "light bridge")
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471)
(cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
)
)
)
)


(script static x05_02_setup
(script static x05_02_setup
(begin
(begin
(object_create_anew chief)
(object_create_anew chief)
(object_create_anew johnson)
(object_create_anew johnson)
(object_create_anew nav_officer)
(object_create_anew nav_officer)
(object_create_anew weap_officer)
(object_create_anew weap_officer)
(object_create_anew cigar)
(object_create_anew cigar)
(object_create_anew_containing "hev")
(object_create_anew_containing "hev")
(object_cinematic_lod chief True)
(object_cinematic_lod chief True)
(object_cinematic_lod johnson True)
(object_cinematic_lod johnson True)
(object_cinematic_lod nav_officer True)
(object_cinematic_lod nav_officer True)
(object_cinematic_lod weap_officer True)
(object_cinematic_lod weap_officer True)
(object_cinematic_lod cigar True)
(object_cinematic_lod cigar True)
(object_cinematic_lod hev_bay True)
(object_cinematic_lod hev_bay True)
(object_cinematic_lod hev_01 True)
(object_cinematic_lod hev_01 True)
(object_cinematic_lod hev_02 True)
(object_cinematic_lod hev_02 True)
(object_cinematic_lod hev_03 True)
(object_cinematic_lod hev_03 True)
(object_cinematic_lod hev_04 True)
(object_cinematic_lod hev_04 True)
(object_cinematic_lod hev_05 True)
(object_cinematic_lod hev_05 True)
(object_cinematic_lod hev_06 True)
(object_cinematic_lod hev_06 True)
(object_cinematic_lod hev_07 True)
(object_cinematic_lod hev_07 True)
(object_cinematic_lod hev_08 True)
(object_cinematic_lod hev_08 True)
(object_cinematic_lod hev_09 True)
(object_cinematic_lod hev_09 True)
(object_cinematic_lod hev_10 True)
(object_cinematic_lod hev_10 True)
(object_cinematic_lod hev_11 True)
(object_cinematic_lod hev_11 True)
(object_cinematic_lod hev_12 True)
(object_cinematic_lod hev_12 True)
(object_cinematic_lod hev_13 True)
(object_cinematic_lod hev_13 True)
(object_cinematic_lod hev_14 True)
(object_cinematic_lod hev_14 True)
(object_cinematic_lod hev_15 True)
(object_cinematic_lod hev_15 True)
(object_cinematic_lod hev_16 True)
(object_cinematic_lod hev_16 True)
(object_cinematic_lod hev_17 True)
(object_cinematic_lod hev_17 True)
(wake x05_0010_mir)
(wake x05_0010_mir)
(wake x05_0020_mir)
(wake x05_0020_mir)
(wake x05_0030_no1)
(wake x05_0030_no1)
(wake x05_0040_wo1)
(wake x05_0040_wo1)
(wake x05_0050_mir)
(wake x05_0050_mir)
(wake x05_0060_mir)
(wake x05_0060_mir)
(wake x05_0070_mir)
(wake x05_0070_mir)
(wake x05_0080_jon)
(wake x05_0080_jon)
(wake x05_0090_cor)
(wake x05_0090_cor)
(wake x05_0100_no1)
(wake x05_0100_no1)
(wake x05_0110_mir)
(wake x05_0110_mir)
(wake x05_foley_02)
(wake x05_foley_02)
(wake x05_fov_02)
(wake x05_fov_02)
(wake x05_05_dof_scene_02)
(wake x05_05_dof_scene_02)
(wake x05_light_scene_02_bridge_1)
(wake x05_light_scene_02_bridge_1)
(wake x05_light_scene_02_hev_1)
(wake x05_light_scene_02_hev_1)
(wake x05_light_scene_02_bridge_2)
(wake x05_light_scene_02_bridge_2)
)
)
)
)


(script static x05_scene_02
(script static x05_scene_02
(begin
(begin
(x05_02_setup)
(x05_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_02 none anchor_flag_x05)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_02 none anchor_flag_x05)
(custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_02 False anchor_x05)
(custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_02 False anchor_x05)
(custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_02 False anchor_x05)
(custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_02 False anchor_x05)
(custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_02 False anchor_x05)
(custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_02 False anchor_x05)
(custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_02 False anchor_x05)
(custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_02 False anchor_x05)
(custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_02 False anchor_x05)
(custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_02 False anchor_x05)
(scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 cigar_bent_02 anchor_x05)
(scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 cigar_bent_02 anchor_x05)
(scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_02 anchor_x05)
(scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_02 anchor_x05)
(scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_02 anchor_x05)
(scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_02 anchor_x05)
(scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_02 anchor_x05)
(scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_02 anchor_x05)
(scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_02 anchor_x05)
(scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_02 anchor_x05)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_02 anchor_x05)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_02 anchor_x05)
(scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_02 anchor_x05)
(scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_02 anchor_x05)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x05_03_predict_stub)
(x05_03_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_03_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_03_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_03_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_03_fol)
(sleep (camera_time))
(sleep (camera_time))
)
)
)
)


(script dormant x05_score_03
(script dormant x05_score_03
(begin
(begin
(sleep 113)
(sleep 113)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_03_mus none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_03_mus none 1)
(print "x05 score 03 start")
(print "x05 score 03 start")
)
)
)
)


(script dormant x05_foley_03
(script dormant x05_foley_03
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_03_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_03_fol none 1)
(print "x05 foley 03 start")
(print "x05 foley 03 start")
)
)
)
)


(script dormant x05_0120_cor
(script dormant x05_0120_cor
(begin
(begin
(sleep 60)
(sleep 60)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0120_cor none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0120_cor none 1 radio_default_loop)
(cinematic_subtitle x05_0120_cor 2)
(cinematic_subtitle x05_0120_cor 2)
)
)
)
)


(script dormant x05_cinematic_lighting_scene_03
(script dormant x05_cinematic_lighting_scene_03
(begin
(begin
(cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99)
(cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99)
(cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41)
(cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41)
(cinematic_lighting_set_ambient_light 0 0 0)
(cinematic_lighting_set_ambient_light 0 0 0)
)
)
)
)


(script static x05_03_setup
(script static x05_03_setup
(begin
(begin
(object_create_anew delta_halo)
(object_create_anew delta_halo)
(object_create_anew matte_substance)
(object_create_anew matte_substance)
(object_uses_cinematic_lighting delta_halo True)
(object_uses_cinematic_lighting delta_halo True)
(wake x05_score_03)
(wake x05_score_03)
(wake x05_foley_03)
(wake x05_foley_03)
(wake x05_0120_cor)
(wake x05_0120_cor)
)
)
)
)


(script static x05_scene_03
(script static x05_scene_03
(begin
(begin
(x05_03_setup)
(x05_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_03 none anchor_flag_x05)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_03 none anchor_flag_x05)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_03 anchor_x05)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_03 anchor_x05)
(scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_03 anchor_x05)
(scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_03 anchor_x05)
(scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_03 anchor_x05)
(scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_03 anchor_x05)
(scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_03 anchor_x05)
(scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_03 anchor_x05)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x05_04_predict_stub)
(x05_04_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_04_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_04_fol)
(sleep (camera_time))
(sleep (camera_time))
(object_destroy x05_debris)
(object_destroy x05_debris)
)
)
)
)


(script dormant x05_foley_04
(script dormant x05_foley_04
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_04_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_04_fol none 1)
(print "x05 foley 04 start")
(print "x05 foley 04 start")
)
)
)
)


(script dormant x05_0130_jon
(script dormant x05_0130_jon
(begin
(begin
(sleep 12)
(sleep 12)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0130_jon johnson 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0130_jon johnson 1)
(cinematic_subtitle x05_0130_jon 1)
(cinematic_subtitle x05_0130_jon 1)
(unit_set_emotional_state johnson shocked 0.75 10)
(unit_set_emotional_state johnson shocked 0.75 10)
(print "johnson - shocked .75 10")
(print "johnson - shocked .75 10")
)
)
)
)


(script dormant x05_0140_mir
(script dormant x05_0140_mir
(begin
(begin
(unit_set_emotional_state miranda shocked 0.25 0)
(unit_set_emotional_state miranda shocked 0.25 0)
(print "miranda - shocked .25 0")
(print "miranda - shocked .25 0")
(sleep 63)
(sleep 63)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0140_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0140_mir miranda 1)
(cinematic_subtitle x05_0140_mir 2)
(cinematic_subtitle x05_0140_mir 2)
(unit_set_emotional_state miranda pain 0.25 60)
(unit_set_emotional_state miranda pain 0.25 60)
(print "miranda - pain .25 60")
(print "miranda - pain .25 60")
)
)
)
)


(script dormant x05_0150_mir
(script dormant x05_0150_mir
(begin
(begin
(sleep 132)
(sleep 132)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0150_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0150_mir miranda 1)
(cinematic_subtitle x05_0150_mir 2)
(cinematic_subtitle x05_0150_mir 2)
)
)
)
)


(script dormant x05_0160_cor
(script dormant x05_0160_cor
(begin
(begin
(sleep 202)
(sleep 202)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0160_cor none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0160_cor none 1 radio_default_loop)
(cinematic_subtitle x05_0160_cor 4)
(cinematic_subtitle x05_0160_cor 4)
)
)
)
)


(script dormant x05_0170_mir
(script dormant x05_0170_mir
(begin
(begin
(sleep 340)
(sleep 340)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0170_mir none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0170_mir none 1 radio_default_loop)
(cinematic_subtitle x05_0170_mir 3)
(cinematic_subtitle x05_0170_mir 3)
)
)
)
)


(script dormant x05_0180_mir
(script dormant x05_0180_mir
(begin
(begin
(sleep 418)
(sleep 418)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0180_mir none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0180_mir none 1 radio_default_loop)
(cinematic_subtitle x05_0180_mir 2)
(cinematic_subtitle x05_0180_mir 2)
(unit_set_emotional_state miranda angry 0.25 0)
(unit_set_emotional_state miranda angry 0.25 0)
(print "miranda - angry .25 0")
(print "miranda - angry .25 0")
)
)
)
)


(script dormant x05_0181_mir
(script dormant x05_0181_mir
(begin
(begin
(sleep 483)
(sleep 483)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0181_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0181_mir miranda 1)
(cinematic_subtitle x05_0181_mir 2)
(cinematic_subtitle x05_0181_mir 2)
(texture_camera_off)
(texture_camera_off)
)
)
)
)


(script dormant x05_0190_cor
(script dormant x05_0190_cor
(begin
(begin
(sleep 550
(sleep 550